RimWorld

RimWorld

Arms Galore - Medieval
105 Comments
Cotton 16 Jul @ 10:24pm 
Thank you for keeping 1.5 compatibility
dem4ge 16 Jul @ 4:06am 
Absolutely gorgeous
Slippin' Jimmy  [author] 2 Jul @ 12:21pm 
@clo

A mod like Cherry Picker can remove them from your game almost entirely. Or you can download a local copy of the mod and delete the XML files for the muskets, as they're separate to the files for other weapons.
clo 2 Jul @ 9:40am 
Is there anyway I can leave out the muskets and the like?
BBC 25 May @ 3:39pm 
is there a way to make the spears usable with shields?
Slippin' Jimmy  [author] 5 May @ 11:24am 
@AVNlover67

Weird, it might be due to the fact that they have multiple firing options. Good to know they're functioning properly in practice at least.
AVNlover67 5 May @ 11:03am 
I had a pawn equip one and the range is normal. Just a display bug.
AVNlover67 5 May @ 11:01am 
I haven't tried equipping them yet but I will to find out now. Would it matter if I don't use CE?
Slippin' Jimmy  [author] 4 May @ 7:20pm 
@AVNlover67

Just checked the files on my end - all the bows have ranges defined in vanilla and with CE. Did you test out using the bows and confirm that they actually only have one range tile, versus it just being a display bug?
AVNlover67 4 May @ 6:10pm 
The guns have the right range. I checked.
AVNlover67 4 May @ 5:51pm 
It's mainly the bows. The steel crossbow has a range of 26. Not a big deal since I don't use bows. Just something I noticed after I crafted the bows.
AVNlover67 4 May @ 5:49pm 
Mostly mods that add edible plants, new metal, faster hydroponics, other galore mods, a lot of other mods that add armor, apparel and guns. Some gene mods and cheat mods like nanobots and infused 2.
Slippin' Jimmy  [author] 4 May @ 5:24pm 
@AVNlover67

They should have a greater range than that. What's your modlist?
AVNlover67 4 May @ 5:19pm 
The bows have a range of 1. Is that on purpose?
FaT_BoI 2 Apr @ 6:04am 
@Slippin' Jimmy

This bug is probably just a mod conflict. I was really tired when I posted that, and hadnt even considered that as a possiblity. This did happen after the game updated so that could've been the issue.
I have almost 100 mods so it would be hard to pinpoint which mods are conflicting, but I could make a collection for you if you are concerned.
I like this mod especially the melee weapons, and I downloaded it for a medieval playthrough that I havent got around to playing.
Slippin' Jimmy  [author] 1 Apr @ 7:08pm 
@FaT_Bol

What other mods are you using? Nothing in this mod should be able to do that - they have long cooldown and warmup periods defined.
FaT_BoI 1 Apr @ 1:00pm 
I would like to report a very frustrating bug regarding the caplock weaponry. They have no cool down between shots and just fire hundreds of bullets causing immense lag. I dont know if this is an oversight or a bug, but this has to be fixed because in its current state it is unplayable. There cant be a risk of anypawn having a caplock weapon and lagging your game to 1 frame. Please fix.
Lord Rugdumph 19 Mar @ 2:12pm 
Just had a weird interaction with drafting my pawn with heavy throwing axe equipped. He had a shield equipped too (not sure if relevant)but when drafted the abilities etc all disappeared and i was unable to undraft them without forcing work. I also have simple sidearms and dual wield so might be a weird interaction there but just thought i'd post it
Slippin' Jimmy  [author] 10 Mar @ 12:18pm 
@Plati

It will in the next update :)

Also, you won't need better polearms. The functionality for extra melee range comes from the Vanilla Expanded Framework, which is already a dependency here.
Plati 10 Mar @ 8:51am 
it isnt working with better polearms ;/ those pikes and billhoks etc. dont have extra range to act like a long polearm, or I am missing something :C
John Human 3 Feb @ 7:12am 
The sapping axe isn't very good at sapping. Is this a design choice or a compatibility issue somehow?
Slippin' Jimmy  [author] 21 Jan @ 2:00am 
@Frederick Colon

Agree on the bows being a little weird looking, I believe the distortions in the shape and the simplicity of the textures were to make them match vanilla textures (though I didn't draw them so I'm not 100%.)

This mod was an unusual collab rather than all the art being done by me so that's why you'll see some stylistic differences.
Frederick Colon 21 Jan @ 1:49am 
2/2 Minor stuff and most of it I touched up in paint, but it stands out in comparison to your other mods attention to detail and accuracy. Pretty good otherwise, nice to use melee weapons that don't look like they came from a gas station.
Frederick Colon 21 Jan @ 1:47am 
1/2 I've been using this mod for a while and this really scratches that itch for proper looking medieval weapons especially as melee is way too overlooked in mods.

Only two issues personally:
- Rivets on the grip of the zweihander are odd. Rivets like that only crop up on messers due to the peculiarity of the method of construction.
- The bows all look off. All of them look too tightly strung and bent back. The recurve looks like a scythian bow in terms of side profile and construction (lacking laths and siyah) which is oddly early. The composite bow also has unprotected limbs which is unusual (normally there's a layer of thin leather to protect the laminate from the weather). Both of these bows are too thick from the side and the nocks flare too far forward.
Slippin' Jimmy  [author] 19 Jan @ 1:33am 
@britnatural

Yes
britnatural 19 Jan @ 12:47am 
Do other factions spawn with these?
PJGG 15 Nov, 2024 @ 12:45pm 
Can it be used together with Medieval Overhaul?
GEORGEBUILDER 5 Nov, 2024 @ 3:17pm 
is this good ot use with med overhau;
Dres 14 Sep, 2024 @ 8:31am 
Similarly, have you considered an all-metal handgonne such as: https://i.pinimg.com/736x/6e/ab/eb/6eabeb7a0f5503f07f5cdab917fbf5ea.jpg
Dres 14 Sep, 2024 @ 8:21am 
Do you plan to add bronze variants for the guns using, say vanilla expanded's bronze resource?
Bullero 19 Aug, 2024 @ 8:08am 
Hello, really nice mod, but for some reason, AI rarely using gunpowder stuff from mod, they selling it in caravans, but not using it.
Knight and Daybreak 16 Aug, 2024 @ 1:49pm 
@Slippin' Jimmy

Strange. Must be some larger conflict. I'll take a gander.
Slippin' Jimmy  [author] 15 Aug, 2024 @ 6:34pm 
@Knight and Daybreak

It’s already patched for CE, it shouldn’t be interacting with the autopatcher at all.
Knight and Daybreak 15 Aug, 2024 @ 4:46pm 
Edit: After CE, my bad!
Knight and Daybreak 15 Aug, 2024 @ 4:38pm 
my info-tabs are saying these aren't patched for CE, even after being loaded before CE. is this mod incompat with Nuff's Autopatcher?
John DeWolf 12 Aug, 2024 @ 6:39pm 
Fair enough and thank you for the clarification. Welp guess I'll just stick to throwing grapeshot.
Slippin' Jimmy  [author] 12 Aug, 2024 @ 6:32pm 
@John DeWolf

They'll be in a pack called "Imperial Age" that I plan on doing at some point. Hand mortars only really came into existence in the late 1600s, whereas I tried to keep content limited to ~1600 at the latest.
John DeWolf 12 Aug, 2024 @ 6:18pm 
No hand mortars?
Slippin' Jimmy  [author] 10 Aug, 2024 @ 1:37pm 
@Pan

You can delete the gun defs with no issues, yeah. You can also use a mod like Cherry Picker
Pan 10 Aug, 2024 @ 3:07am 
or what if i just remove all the gun defs? would that work?
Pan 10 Aug, 2024 @ 3:00am 
any chance on a standalone for just the melees?
Slippin' Jimmy  [author] 8 Aug, 2024 @ 2:02pm 
@Don Teflon

Will do that in the next update
Don Teflon 8 Aug, 2024 @ 12:43am 
what would be your thoughts on changing some of the first tier haakbus handgonne hand cannon and hand bombard weapons to be set as pre industrial so it could fit with a mod like that be considered is it even possible?
Don Teflon 8 Aug, 2024 @ 12:28am 
ah i had wondered if thats what the issue could be
Slippin' Jimmy  [author] 8 Aug, 2024 @ 12:17am 
@ Don Teflon

Yeah, that's what is removing it. Some of the firearms in this mod are internally classified as "industrial."
Don Teflon 8 Aug, 2024 @ 12:09am 
yes i have been using that mod
Slippin' Jimmy  [author] 7 Aug, 2024 @ 9:55pm 
@Don Teflon

Are you using "Remove Industrial Stuff"?
Don Teflon 7 Aug, 2024 @ 9:47pm 
hi, ok so after crafting the firearms if you save then reload the game they are not in the save anymore pawns dont have them and are not in storages ammo is still in the save, the melee weapons still are there and work fine no issue with those, checking in dev mode i dont see the firearms in the dev mode when trying to spawn items but i do see the melee weapons, doing a medieval run atm
Slippin' Jimmy  [author] 7 Aug, 2024 @ 12:07pm 
@The Spy Is A Heavy

Will consider it, yeah.
The Spy Is A Heavy 7 Aug, 2024 @ 2:49am 
any chance at a reversed falchion? like this one https://www.youtube.com/watch?v=2Sh08Du5F10